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- LEMMINGS
-
- INTRODUCTION
-
- This walkthru is based on the IBM VGA version. The other formats for
- LEMMINGS should use the same puzzles for levels with the same numbers. But
- in case they do not, I have also listed the titles to each of the levels to
- make finding a particular level easier. Most levels are simply a question
- of knowing what to do and when to do it. But there are a few levels that
- cannot be explained completely in a walkthru, or where these solutions may
- not save all of the needed lemmings. In these cases, I have provided one
- access code to the next level. (There are many access codes for each level,
- but all will work on any computer.)
-
- "Block off the (left/right)" means make the first lemming heading towards
- the (left/right) into a blocker. Exact locations are not important, since the
- blockers are usually only used to keep other lemmings from walking to their
- deaths.
-
- At the end of each level, if there are any remaining lemmings (blockers,
- those trapped in pits, etc.), they can simply be nuked with the "Armageddon"
- command. You should also speed the release rate to 99 if there is a safe
- path to the exit; this will cause lemmings not yet released to fall faster.
-
- A "scout" is one lemming that goes ahead of the rest (use a blocker to hold
- the rest back) to clear a safe path.
-
- SOLUTIONS TO THE FUN LEVELS
-
- Fun 1 - "Just dig!" - As the name of this level suggests, all you need to
- do is turn one lemming into a digger to dig through the floor trapping the
- lemmings. As long as you don't dig directly under the exits (where the
- lemmings just coming out would die from the fall), you can dig anywhere.
-
- Fun 2 - "Only floaters can survive this" - Turn all of the lemmings into
- floaters.
-
- Fun 3 - "Tailor made for blockers" - Block off the right end of the highest
- platform. Then, block off the left of the next platform, and the right of
- the third. You should not do anything to the fourth platform, but block off
- the left of the fifth (bottom) one. Block the right side of the bottom floor
- where the exit is.
-
- Fun 4 - "Now use miners and climbers" - Mine through the floor to free the
- lemmings. Then, make all the lemmings climbers.
-
- Fun 5 - "You need bashers this time" - Bash through the two vertical
- objects. Then, bash through the lattice surrounding the exit where it meets
- with the floor. (This will take several different bashers.)
-
- Fun 6 - "A task for blockers and bombers" - Turn one of the lemmings into
- a blocker, and then bomb him. (You can do this anywhere along the
- platform.) Then, do the same to a lemming that is next to the vertical
- obstacle.
-
- Fun 7 - "Builders will help you here" - Build stairs to give the lemmings
- a way to get over the miniature cliff. Then, build over the pit. If you use
- the first lemming to do this, only a few lemmings will fall into the pit,
- and you should meet your quota.
-
- Fun 8 - "Not as complicated as it looks" - Use the first lemming to block
- passage to the right. The other lemmings will turn around and head to the
- exit.
-
- Fun 9 - "As long as you try your best" - Bash through the column in the
- middle of the screen. If you need to, use a blocker to keep other lemmings
- (that have turned back before there was a path through the column) from
- reaching the grinder.
-
- Fun 10 - "Smile if you love lemmings" - Turn all lemmings into floaters.
- Block off the right end of the floor at the bottom of the screen.
-
- Fun 11 - "Keep your hair on Mr. Lemming" - Make the first two lemmings
- athletes. After the first one has gotten over the obstacle, turn him into a
- blocker. The other athlete will change directions after bumping into the
- blocker, and before he climbs back over the obstacle, change him into a
- basher. This will free a path to the exit for the rest of the lemmings.
- Bomb the blocker.
-
- Fun 12 - "Patience" - Bash through the obstacle in the middle of the
- screen. Block off the left end (with a lemming that has bounced off the
- obstacle). Build out of the pit using two builders.
-
- Fun 13 - "We all fall down" - Wait for the first lemming to get close to
- the right edge of the platform, and turn him into a digger. When the next
- lemming comes close to the hole that the first lemming has created, turn him
- into a digger. Repeat for all of the lemmings. (Diggers do not die from
- high falls.)
-
- Fun 14 - "Origins and Lemmings" - Bash through the first column on the
- right. Build stairs to reach the floor in the next section (which is
- created by something that looks like a column on its side), then bash
- through the column to the right of the stairs. Repeat this pattern until the
- lemmings reach the exit.
-
- Fun 15 - "Don't let your eyes deceive you" - Bash through each of the
- three columns. Send a scout out after you have bashed through the third
- column, and build over the large pit (using 5 builders) and over the gap in
- the stairs near the exit (this will take 2 builders). Free the blocker.
-
- Fun 16 - "Don't do anything too hasty" - Send a scout to the right and
- block off the left side. Builds stairs to the exit (you will need 7) and
- destroy the blocker.
-
- Fun 17 - "Easy when you know how" - Bash through the two obstacles on the
- right. Turn the lemmings into floaters before they hit the ground.
-
- Fun 18 - "Let's block and blow" - Make a lemming a blocker as he passes
- over a chamber where there is no fire, and then bomb him. Keep on opening up
- passages into the "safe" chambers until the lemmings are on the bottom
- platform. Make sure to stagger the holes (don't line them up vertically),
- or else the fall might be too much for the lemmings.
-
- Fun 19 - "Take good care of my Lemmings" - Send a scout to the right, and
- block off the fall to the left. Build 4 times to reach the exit, and remove
- the blocker on the right.
-
- Fun 20 - "We are now at LEMCON ONE" - Build stairs over the first gap to
- the right. Bash through each of the thin columns and build over the gap
- next to the exit.
-
- Fun 21 - "You Live and Lem" - Bash through the two walls blocking the
- lemmings' path and build over the trap near the exit.
-
- Fun 22 - "A Beast of a level" - Bash through the trees (this should only
- take 5 bashers). Don't forget to block the left edge of the solid ground.
- After one of the lemmings is past the last tree, start building in a zig-zag
- pattern to the exit. (When the stairs hit the cliff or tree trunk, start
- building from the top of the stairs in the other direction.) Then bash
- through the tree that's surrounding the exit.
-
- Fun 23 - "I've lost that Lemming feeling" - Block off the pit to the
- right. Send a scout to the left, and bash through the wall until the
- lemming approaches a bottomless pit to his left. Build over this pit just as
- he is finished bashing. Then bash through the wall blocking the lower exit.
-
- Fun 24 - "Konbanwa Lemming San" - Use blockers near both ends of the
- platform. (Make sure that all lemmings are trapped in the middle.) When the
- pack of lemmings is heading to the left, and the first one is just above
- another smaller platform (the one to the left of the one-way rock), turn him
- into a blocker, and then bomb him. All of the lemmings should proceed to the
- left, jumping off the lower platform. Send a scout to the right, and use him
- to dig down to the exit (preferably to the left of the exit). Free the
- blocker.
-
- Fun 25 - "Lemmings, Lemmings everywhere" - Wait until the lemmings turn
- around, and then mine so that the lemmings fall into one of the larger holes
- in the lattice. Keep mining until they are about half way down the screen.
- Then bash towards the spider web on the far right. After the lemmings have
- entered the first ring of the spider web, bash into the horizontal chamber
- that is just above the exit, and mine to the left of the exit. You can also
- mine directly out of the spider web, but there is a chance of creating a
- fall that is too large for the lemmings to handle. Use blockers as needed
- to keep the lemmings from killing themselves.
-
- Fun 26 - "Nightmare on Lem Street" - Using both of the lemmings, build
- stairs to the right, over the gap. Then, use both lemmings to build up
- towards the exit. If the lemmings turn around before reaching the exit, have
- them build into the cliff where they started out. They should turn back
- towards the exit after hitting the wall.
-
- Fun 27 - "Let's be careful out there" - Send 3 scouts to the right and
- block off the left of the platform. Turn all of the scouts into floaters.
- Have one scout block near the exit and another block the left edge of the
- floor. The third scout should start building as soon as he turns to the
- right and continue until the stairs go past the end of the platform above.
- Have one lemming build over the blocker on the right of the platform. The
- lemmings should land safely on the staircase the scouts built. Remove
- blockers as needed.
-
- Fun 28 - "If only they could fly" - Create 3 athletes. Block off both ends
- of the floor on the bottom of the screen. The third athlete should build
- stairs that reach to the highest or second-highest of the platforms without
- hitting any other platform. If necessary, build a second set of stairs to
- the exit. Then dig through the ladder that is holding the others.
-
- Fun 29 - "Worra Lorra lemmings" - Bash through any obstacle that is in the
- lemmings' path. Make sure to block the right end of the platform where the
- lemming enter. There is a gap in a pre-built staircase about half way to the
- exit. The first lemmings should bash through the bottom of the staircase
- after falling through. Use builders to create a staircase that starts in the
- hole the bashers created. This new staircase should clear any obstacles and
- provide allow the lemmings to reach a climbable slope. Bash through this
- slope and zig-zag stairs up to the exit.
-
- Fun 30 - "Lock up your lemmings" - Bash to the left out of the first trap,
- then right out of the second one, and left out of the third, to the exit. If
- you accidentally bash in the wrong direction, block the edge of the platform
- and bash again once you can see the lemmings' direction more clearly.
-
- SOLUTIONS TO THE TRICKY LEVELS
-
- Tricky 1 - "This should be a doodle" - Send a scout to build over the gap
- to the right of the entrance. Then bash through the obstacle blocking the
- exit and free the blocker.
-
- Tricky 2 - "We all fall down" - This is essentially the same as Fun 13, only
- with more lemmings to save. See the above solution.
-
- Tricky 3 - "A ladder would be handy" - Send a scout to the right and block
- off the left end of the hill where the lemmings enter. Build up to the exit
- level. If you cannot reach the exit with one scout, send two, with one
- blocking the right end of the platform. This will give you more room to
- build since you can start off from the left. Remove the blocker to let the
- lemmings reach the exit.
-
- Tricky 4 - "Here's one I prepared earlier" - Block off the left end and send
- 2 scouts to the right. Bash through the first obstacle. Turn both scouts
- into athletes, and after one has passed the second obstacle, make it a
- blocker. Bash through the second obstacle when the other scout reaches it,
- heading left. Bomb the scout that you turned into a blocker. Build over the
- gaps, letting the builder land on each of the objects along the way.
-
- Tricky 5 - "Careless clicking cost lives" - Send a scout to the right, but
- place the blocker on the arch, and not on the thin lattice. Bash through the
- chain connected to the first ball. Bash through the next three balls. Build
- to the ice crystals and then to the exit.
-
- Tricky 6 - "Lemmingology" - Make one of the lemmings an athlete, making sure
- that it heads to the right. Build a bridge between the second and third
- platforms, and then between the fourth platform and the exit. Turn the
- remaining lemmings into athletes, again making sure they are heading to the
- right.
-
- Tricky 7 - "Be there, seen it, done it" - Block off the right edge of the
- first pillar. Then, use two lemmings to build up to the next pillar. (The
- second builder will only repeat the first's work, but he will not fall off
- the edge of the stairs under construction.) Use a blocker to keep the other
- lemmings back, but make sure not to place it too close to the stairs (or
- else the blocker will take part of the stairs when it is removed). You can
- put the blocker slightly to the right of where it lands. Use both lemmings
- to build between each of the pillars. Make sure not to leave any gaps
- between the bridges and the next pillars. You do not need to build over a
- completed bridge, by the way. Also build once at the end of the last pillar
- (so the lemmings will land on solid ground), and turn the builders into
- floaters before they land. One lemming should block close to the exit, while
- the other should build as soon as it reaches the right end of the floor. The
- builder will hit the pillar and turn to the left. After it bounces off its
- partner, have it build to hit the pillar again. (This time, you will have to
- use several sets of stairs.) Once the builder has completed its task, it
- will turn back to the left. Build so that the lemmings who will eventually
- jump from overhead will land onto the new staircase. (If you have used two
- builders on each pillar, you should use all of your building points.) Then
- free the blocker holding the others back.
-
- Tricky 8 - "Lemmings Sanctuary in Sight" - Send a scout to the left, but
- place the blocker as close to the gap in the floor as possible. Have the
- scout build over the gap. Let it turn back to the right, and build over the
- gap in the other direction. (Start the building early enough that the
- builder will not hit his head on the other bridge.) Now have one of the
- trapped lemmings build over the blocker. The scout should then build up to
- the higher platform from the far left of the first platform. On the next
- platform, build to the right when the lemming is standing over the middle of
- the entrance. When he hits the wall and turns to the left, immediately build
- to the next platform. Repeat this for this new platform, although start
- building only when the lemming approaches the gap in the floor. To reach the
- highest platform, you will should build over the gap, and then build up to
- the platform after the lemming has walked off the stairs.
-
- Tricky 9 - "They just keep on coming" - Block to the right, and send a scout
- to the left (as a floater). Build a bridge over the gap. Once the scout
- bounces off the first obstacle, build up to the left to provide a safe
- landing for the others. Then bash through the next obstacle and build over
- another gap. Remove the blocker to let the others through.
-
- Tricky 10 - "There's a lot of them about" - Send one scout from each
- entrance to the exit in the center and bash through the obstacle blocking
- the way. (It is easier to work one side at a time.) Then build up to the
- pillar next to the exit and finally to the exit. You may need to turn the
- scout into a basher after it has reached the exit, to stop it from building
- past the exit. Free the blockers on both sides.
-
- Tricky 11 - "Lemmings in the attic" - Build over the gap at the left end of
- the floor. When the second lemming is standing slightly to the left of the
- line between the first and second bricks to the left, turn it into a
- blocker. (If the blocker is in the correct position, the lemmings will fall
- on top of each other as they enter, making it easier to see their
- direction.) Once the builder on the left turns back to the right and is
- about one third of the way to the blocker, start him building until he
- reaches the wall on the right. Bash through to the exit. Then, one of the
- trapped lemmings should build over the blocker.
-
- Tricky 12 - "Bitter Lemming" - Turn all lemmings into floaters. Bash
- through the wall to the right and through the two pedestals on the left.
- Once one of the lemmings hits the pedestal on the right (where the exit is),
- make him build to the left to the pedestal in the middle. Place a blocker on
- the left end of this pedestal and build to the exit. (You might want to
- create the path to the exit while turning the other lemmings into floaters,
- since there is less chance for mistake when there are fewer lemmings
- wandering around.)
-
- Tricky 13 - "Lemming Drops" - Send a floater to land on the staircase to
- the right and block off both ends of the entrance platform. Build in a
- zig-zag pattern to create a safe landing for the other lemmings and to get
- out of this are. Continue building towards the top through the space in the
- middle of the screen. You should eventually create a path to a wooden
- platform just to the left of (and slightly above) the exit. Build to the
- exit and remove the blocker on the right.
-
- Tricky 14 - "MENACING!!" - Send a scout to the right and block off the
- left edge of the floor. Build over the gap in the middle of the floor and
- then build over the obstacles in the exit to reach the exit. Bomb the
- blocker on the right.
-
- Tricky 15 - "Ozone friendly Lemmings" - Pick any point and bomb four
- lemmings as the cross through this point. They should create a hole through
- the floor that allows the others to reach the exit.
-
- Tricky 16 - "Luvly Jubly" - Bomb one lemming just as it has entered. Once
- another lemming is in the pit created by the first and is heading to the
- right, turn it into a basher. It will bash through the floor and the wall in
- the middle of the screen. The pick a point and set other lemmings to explode
- as they pass through. They should create a hold that reaches the exit. (You
- may have to move the point slightly closer to pit the previous lemming
- created.)
-
- Tricky 17 - "Diet Lemmingoid" - Turn a lemming into a bomber just as he
- enters. Then set a second lemming to bomb when it is halfway under the
- fire-shooting object overhead. It should break through the thin obstacle to
- the right when it explodes.
-
- Tricky 18 - "It's Lemmingentary Watson" - When the first lemming is near
- the right end of the last column on the right, mine. There should be enough
- of the column left to the right to prevent any lemmings from jumping to the
- exit. Set the miner to explode just after he starts mining. You will
- probably also have to turn a few lemmings into builders (when they are on
- the left and middle columns) to give the miner time to finish his job. You
- might also need to use the floater to save one lemming.
-
- Tricky 19 - "Postcard from Lemmingland" - Create an athlete, and once he
- has climbed over his first wall, start bashing through the bricks to the
- right into the pit. After the athlete has climbed out of he pit and is about
- half of the way to the exit (from the pit), turn him into a digger. After
- four or five digs, turn him into a builder. He will turn to the left after
- building. Make him mine into the pit to meet with the other lemmings. You
- will have to find the precise location where the miner will meet with the
- others and give them a path to the exit, but not mine to oblivion.
-
- Tricky 20 - "One way digging to freedom" - Bash through the first obstacle
- to the right and block off the platform to the left. Create two athletes.
- Once the first one has climbed over the one-way obstacle, it should block
- while over a thick part in the floor. The other should bash through the
- one-way object when it heads to the left. Remove the blocker nearer to the
- exit.
-
- Tricky 21 - "All the 6's........" - Send a scout to the right. Bash
- through the right side of the first 6 and build to the middle 6. Bash
- through the left and then right sides of the middle 6. Then build to the
- third 6 and bash through to the exit. Free the blocker.
-
- Tricky 22 - "Turn around young lemmings!" Set the first two lemmings to
- explode from any point. They will create a pit from which the lemmings
- cannot escape. Build to the left out of this pit.
-
- Tricky 23 - "From the boundary line" - Turn the first lemming into an
- athlete and have the second athlete bash through the obstacle in the middle.
- Once the athlete has climbed out of the pit and is ear the exit, turn him
- into a digger. After digging a few times, turn him into a builder, and he
- will eventually turn back to the left. Get him to mine so that he hits the
- empty space underneath the pit and turns around towards the exit. From the
- pit, bash towards the hole the miner has created. (Even with this technique,
- some people have had a lot of trouble finishing this level. If you are
- also having trouble, the access code for #24 is "NMBMJNNGFW.")
-
- Tricky 24 - "Tightrope City" - Once the lemmings are close to the exit,
- make the second lemming from the right a blocker. Block the left end of the
- platform, and build to the exit with the scout. Then, one of the other
- lemmings should build over the blocker.
-
- Tricky 25 - "Cascade" - Turn the first and last nine lemmings into
- floaters. The first lemming should build over the gap, into the tall column
- blocking the exit. Bash through this column and build to the exit.
-
- Tricky 26 - "I have a cunning plan" - Use two bashers to get through the
- column and builders to keep the other lemmings occupied. Start mining in
- case any of the stairs is about to hit the middle column. (This is another
- difficult level that cannot be solved simply with an explanation. The access
- code for #27 is "CAJJMFMJFR.")
-
- Tricky 27 - "The Island of the Wicker people" - Put blockers on both edges
- of the platform. Use any combination of diggers, miners, and bashers to give
- the lemmings a safe landing. (It is best to make little use of diggers,
- since the lemmings will huddle together and it will be harder to see
- individual lemmings.) Once the lemmings have fallen through, block the left
- end of the floor and send two athletes over the one-way obstacle. After the
- lemmings have climbed over it, the first one should block near the right end
- of the screen. The other one should bash through the one-way obstacle. Build
- up to the exit with any remaining lemming.
-
- Tricky 28 - "Lost something" - Send a scout to the right, and block off the
- left. Build up to the rock that seems to float in the air. The exit is on
- the bottom off the rock (sitting on the steel floor), towards the middle.
- Bash, mine, or dig to find it. Free the blocker on the right.
-
- Tricky 29 - "Rainbow Island" - The first lemming should bash through the
- top arch. The others should dig into the arch just below the entrance on the
- right, into the chamber. Only the first lemming should be out of this
- chamber. Once he is to the right of this chamber, dig down, and almost
- immediately after falling, dig again, making sure not to get caught in the
- the grinder. Bash through three walls to the right to reach the exit. The
- other lemmings should bash to the right through the chamber wall, so they
- can follow the path created by the first lemming.
-
- Tricky 30 - "The Crankshaft" - Mine down to the right, through the column.
- Send two athletes over the next column to the right. After crossing over,
- the first should be turned into a blocker, so that the other turns to the
- left. Mine (to the left) through the column. One of the lemmings below
- should build up to the hole created by the miner. Remove the blocker and
- repeat to reach the exit.
-
-
-
- "TAXING" AND "MAYHEM" LEVELS
-
-
- SOLUTIONS TO THE TAXING LEVELS
-
- Taxing 1 - "If at first you don't succeed.." - Bash through the first two
- columns. Send two athletes over the third column. With one of the
- non-athletes, mine through the third column, taking care not to destroy the
- stairs in the process. The first of the two athletes should build over the
- gap in the middle of the floor, while the second should block when it is at
- the bottom of the staircase leading away from the third column. The builder
- should also build over the hole in the staircase leading to the exit. Bomb
- the blocker.
-
- Taxing 2 - "Watch out, there's traps about" - Send a floater from the left
- entrance off the left edge of the platform, and then block off both ends of
- both platforms. Bash through the obstacle that is below and to the left of
- the entrance on the left. Build over the trap and up to the exit. Use a
- combination of bashing, mining, and digging to free the other lemmings,
- making sure they don't fall to their deaths. Depending on how the lemmings
- get to the bottom, they may need to bash through other objects in the way of
- the exit.
-
- Taxing 3 - "Heaven can wait (we hope!!!!)" - The first lemming should
- build to the exit. Turn the second lemming into a digger, and just as it
- reaches the bottom of the platform, turn the digger into a basher. After he
- comes near the right end of the platform, turn him into a builder to stop
- his bashing. (If you started bashing too early, the lemming will build out
- of the pit it created.) Once the builder gets near the exit, one of the
- lemmings in the pit should build to the right. After a few attempts at
- building from the same point, the lemmings will walk through the ceiling
- overhead to the exit.
-
- Taxing 4 - "Lend a helping hand...." - Place a blocker on the right, next
- to the chain. From the right chamber, turn a lemming into a miner and then a
- basher as he is heading to the left. Once the basher is under the left
- chamber, turn him into a builder. Send a miner from the left chamber to the
- right in order to meet with the tunnel between the two chambers. Zig-zag
- with builders up through the space on the left of the screen. Build over the
- small ledge to the exit. If any of the lemmings is punctured by one of the
- traps, use blockers to prevent other lemmings from being killed. If any
- lemmings get stuck between a blocker and the wall, turn one of them into a
- digger to free them.
-
- Taxing 5 - "The Prison!" - Send a scout to the right. Build to the right,
- starting from the far right edge of the platform. Once the builder hits the
- wall and turns to the left, start building again. Turn him into a blocker as
- soon as he is standing next to the exit. (Interrupt his building if
- necessary.) Free the blocker holding the other lemmings back. Then build to
- the right from where the blocker stands on the stairs. Bash through the thin
- columns, and place another blocker somewhere on the steel, sending a scout
- to build to the right. The scout should bash through the thin columns near
- the exit. Remove the blocker that is on the steel. (In case the scout died
- before bashing through all of the columns, simply use one of the other
- lemmings to bash through once the blocker has been bombed.)
-
- Taxing 6 - "Compression Method 1" - The lemmings from the far left entrance
- should eventually turn to the left, fall down a bit, and continue walking
- along a ledge. Somewhere along the ledge, turn a lemming into a blocker. Use
- a lemming from the far left entrance that is heading to the right to bash
- through the three columns separating the lemmings from the other entrances.
- Once all of the lemmings have clustered together next to the blocker, bomb
- the blocker. Only a few of the lemmings will be lost to the compressors as
- they near the exit.
-
- Taxing 7 - "Every Lemming for himself!" - After the first few lemmings have
- climbed over the mountain next to the exit, send a scout to the right (with
- the blocker to the right of the mountain). Turn the scout into an athlete,
- and he will climb over the one-way obstacle. Once he comes near the bump on
- the far right side of the platform, turn him into a builder. The lemming
- should stop building and turn around once he hits the bump. Then, build over
- each of the gaps in the way of the exit. Free the blocker and increase the
- release rate to 99 when the builder is somewhere above the second gap.
-
- Taxing 8 - "The Art Gallery" - Bash through the column above the first
- ball, and then build towards the column from the left so that only the
- basher can get through the hole he created. You will probably have to use
- more than one builder to seal off the exit. The scout should bash through
- each of the balls and then build up to exit, stopping on the ice crystals
- along the way. Bash through either the stairs that lean against the first
- column or through the column itself to let the other lemmings reach the
- exit.
-
- Taxing 9 - "Perseverance" - Turn the first lemming into a digger. The
- second lemming will continue walking to the right; turn it into a builder.
- Before it falls, turn it into a floater. He will hit eventually hit a wall
- and turn towards the exit. Then, once the digger has dug through one and a
- half of the blocks, turn it into a builder to stop his digging, and then
- send a miner to the left. All of the lemmings should walk safely to the
- exit.
-
- Taxing 10 - "Izzie Wizzie lemmings get busy" - From the first platform,
- build left to right out of the pit. Before the builder is finished, put a
- blocker somewhere on the staircase. The other three lemmings should be
- trapped between the blocker and the wall on the left. The scout should then
- build to the right out of the second pit, and up to the third platform.
- Build out of the third pit, and then mine to the right through the right
- section of the third platform, starting from the far left of the section.
- Build out of the fourth pit and to the exit. One of the other lemmings
- should bash or mine under the blocker, and the blocker should return to
- normal. Build over the hole in the stairs. (You can turn a basher into a
- builder to stop him if he starts bashing in the wrong direction by
- accident.)
-
- Taxing 11 - "The ascending pillar scenario" - As soon as the first lemming
- enters, turn him into a digger. The others should be trapped in the pit that
- the digger has created. Once the pit is deep enough, turn the digger into a
- builder to stop him. Turn one of the lemmings heading to the left into a
- climber. Once he has climbed out of the pit, build to the left over each of
- the pillars. (Do not try to touch the pillars, since the builder may turn
- back to the right.) When the builder reaches the last of the pillars,
- alternate digging and mining to give the other lemmings a safe fall to the
- exit. Mine to the left out of the pillar, and then build to the exit. Build
- out of the pit to the left.
-
- Taxing 12 - "Livin' On The Edge" - Send a scout building to the right, and
- block off the left end of the platform. Bash through the wall that the
- builder hits. Build out of the hole in the wall to the right, starting from
- the far right edge of the hole. Build up to each of the pillars, trying to
- start as close to the right edge as possible. Once there is a path to the
- exit, remove the blocker on the right.
-
- Taxing 13 - "Upsidedown World" - Block off the right edge of the platform.
- Send a climber over the one-way obstacle, and once he is on the left end of
- the log bridge, turn him into a builder. He should stop building almost
- immediately and turn back to the right. Bash through the one-way obstacle.
- Then to the left through the next obstacle. Turn the miner into a basher
- where it will clear a path slightly under the trap on the ground above. The
- basher should stop once it comes near the one-way obstacle next to the exit.
- Let the climber go over this obstacle, and turn it into a builder so that it
- hits one of the trees on the ground and turns back to the right. Mine and
- then bash through the very bottom of the one-way obstacle to create a path
- to the exit. If needed, mine at far right of the one-way obstacle.
-
- Taxing 14 - "Hunt the Nessy...." - Send a scout to the right to build over
- each of the gaps, landing on the various objects along the way. Block to the
- left of the entrance. Once the scout reaches the neck of the monster, bash
- through, then dig for a while, mine out to the right, and continue building
- to the exit. Build over the well near the exit, and then bomb the blocker on
- the right.
-
- Taxing 15 - "What an AWESOME level" - Send a scout to the right and block
- to the left of the entrance. Bash through the head, and build as soon as
- there is an opening, before the scout stops bashing. He should turn to the
- left, but once he turns back to the right, continue building out of the
- head. After falling off the first platform, build next to a bump that
- prevents the scout from continuing to the right. Mine through the second
- ledge. From the far right of the pit, start building to the left end of the
- pit, and then build to the right. Bash through the hump, starting where the
- stairs hit it, and then build to the exit. Free the other lemmings when
- there is just more than a minute left to finish the level.
-
- Taxing 16 - "Mary Poppins' Land" - Send two scouts to the right, making
- both of them floaters. Once the second scout is near the top of the slanted
- side of the first obstacle, turn him into a builder. He will turn around
- immediately, and once he is halfway down the obstacle, build to the left.
- The other scout should be turned into a blocker when it is on the large
- steel block to the right of the fire pit. Once the first scout has finished
- building, hitting a wall on its left, it will turn to the right, hit the
- blocker, and turn back to the left. Start building as soon as he turns to
- the left, and do not stop until he hits the wall on the obstacle. Free both
- blockers just before the builder has finished his stairs.
-
- Taxing 17 - "X marks the spot" - Set the second and third lemmings to
- explode when they enter. The first lemming should build over the pit of
- first from both the left and the right and then build to the left over the
- pit made by the bombers. Bash several times through the left until there is
- no floor below. Build to the wall to the left and bash through. Build back
- to the right so the scout can follow his path back to the entrance. Mine to
- the right just as he approaches the pit created by the bombers. Finally,
- bash to the left through the last wall blocking the exit.
-
- Taxing 18 - "Tribute to M.C.Escher" - Zig-zag with stairs up to the one-way
- obstacle, starting from the left. When the first few lemmings are on the
- third step of the obstacle (the last stair heading up), turn them into
- bombers. They will explode along the far right edge of the obstacle, making
- the fall safe for others.
-
- Taxing 19 - "Bamboozal" - Set the first and third lemmings to explode when
- they are halfway over the fire pit in the chamber on the far left of the
- second level. When another lemming is heading to the right on the third
- level, and just to the right of a vertical line separating two chambers
- below, turn him and the next lemming into bombers. Bomb another lemming on
- the next-to-last level when it is heading to the right over another vertical
- line below.
-
- Taxing 20 - "Walk the web rope" - Block off the left end of the strand
- where the lemmings fall. Build next to the first two vertical strands on the
- right (to get higher up), and then bash through the strands on the first web
- as needed. Build to the first strand of the second web, and then bash as
- needed. In all cases, build as carefully as possible, so that you do not
- bash through the bottom of a strand and send all of the lemmings to their
- deaths.
-
- Taxing 21 - "Feel the heat!" - Send a climber over the wall to the right.
- Once he reaches the far right edge of the wall, turn him into a builder. As
- soon as the stairs are halfway above the exit, turn the builder into a
- basher to stop his building. Send an athlete over the same wall, and turn
- him into a digger. After he digs for a short while, turn him into a builder,
- and he should turn to the left. Mine, and then bash, to give the other
- lemmings a path to the exit.
-
- Taxing 22 - "Come on over to my place" - Turn the first two lemmings into
- floaters. The first one should block just as it is near the exit. The other
- should start building to the left when it is on the line between the second
- and third blocks in the floor (counting from the left). Continue building
- until the other lemmings can fall safely to the bottom of the screen. One
- lemming should build over the blocker, while the lemming that originally
- floated to the bottom should build over the left edge of the floor, into the
- pillar. More than one lemming can build to the pillar in order to prevent
- deaths.
-
- Taxing 23 - "King of the castle" - This follows the same plan as Tricky 8,
- although with no blocker to hold other lemmings back. Have several lemmings
- build at the same time to prevent them from dying. Exact placement of the
- builders will change depending on where they are needed most. Be prepared to
- give up 4 lemmings, keeping track of how many have died, since there are not
- many extra spare builders. (The exact solution is impossible to explain, so
- you may not be able to get through this level. The access code for #24 is
- "ILGLGKNEHO.")
-
- Taxing 24 - "Take a running jump...." - Use four or five builders to get
- over the first gap and to keep the lemmings from falling to their deaths.
- After ten or so lemmings have been released, raise the release rate to 99.
- Once the first lemming comes to a thin hole in the right wall, turn him into
- a builder. Only the first lemming should be trapped in the space; all others
- should turn to the exit on the left. Build from the chain up to the exit.
-
- Taxing 25 - "Follow the leader..." - Set the second lemming in the park to
- explode just before the third lemming is between the second and third
- arches. When the third and fourth lemmings are between those two arches, set
- them to explode. There will be two pits, and the one on the left will hold
- the lemmings back. With the free lemming, build up to the exit so he stops
- and turns around after hitting the floor near the exit. Then, when he
- reaches the bottom of the pit on the right, bash to the left. The other
- lemmings should be able to climb out of their pit to the exit.
-
- Taxing 26 - "Triple Trouble" - Dig just to the right of where the lemmings
- fall from the top entrance. Turn a lemming from the right entrance into a
- climber, and start building to the left as soon as the climber has taken a
- step on the steel block above the entrance. Create a climber from the left
- entrance, and build to the right as soon as he climbs onto the steel block.
- Continue building on both sides until there are no gaps between the rock in
- the center and the stairs. (You will probably have to send the climbers back
- several times in case they hit their heads on the rock.) One of the
- lemmings inside the rock should mine to meet the staircase on the right once
- it is complete. Build out of the pit on the right. Then, one of the lemmings
- from the right should build to the left over the exit and mine to meet the
- stairs on the left. Build to the right out of the pit on the left.
-
- Taxing 27 - "Call in the bomb squad" - Put blockers on each end of the
- platform. From the far left of the raised area, build up to the right. When
- the builder has finished, put a blocker on the right end of the stairs and
- explode it. Continue building to the right and bombing through the platform
- above until there is a path to the exit.
-
- Taxing 28 - "POOR WEE CREATURES!" - After making the first lemming a
- floater, zig-zag up to the entrance with stairs (starting from the left)
- until the other lemmings have a safe landing. Bash through the column to the
- right, and put a blocker towards the right of the column, with only one
- lemming on the right side of the column. Build over the water and free the
- blocker. Put another blocker near the right edge of the water to prevent
- others from falling in. Bash through the ground to the right. Put a blocker
- and bomb him to the left of the transporter trap, and then put another
- blocker underneath the trap and bomb him.
-
- Taxing 29 - "How do I dig up the way?" - Send one scout to the right and
- block off the left. Make the scout a floater. Build over the gap in the
- floor over the water, starting as close as possible to the right edge. Then
- form an inverted "V" by building to the left to meet the previous bridge.
- Build up twice to the left to give the other lemmings a safe landing. Then
- send the scout up as a climber as he is heading to the exit. Once he is near
- the exit, make him dig, and after a few digs, turn him into a builder. Make
- him mine to the left, and if necessary, bash, to meet the other lemmings and
- give them a path to the exit.
-
- Taxing 30 - "We all fall down" - Raise the release rate to 30. This level
- is basically the same as Fun 13 and Tricky 2. The diggers will have to be
- closer together than in previous levels.
-
- SOLUTIONS TO THE MAYHEM LEVELS
-
- Mayhem 1 - "Steel Works" - Turn the first five lemmings into floaters as
- they fall. The first lemming should walk to the right and fall into the pit
- below. Turn the second lemming into a blocker just to the right of the
- entrance. The third lemming should hit the blocker and build to the left to
- provide a safe landing for the others. Then block off the platform to the
- left. The scout in the pit below should start building to the left from
- about halfway across the pit until he hits the wall. He should then build
- back to the right to the top of the steel mountain. Build over the deep pit
- in the mountain and then build to the ledge above the water to the right.
- (If necessary, turn the builder into a digger to stop his building when he
- is over the ledge.) Build across the rest of the water to the ground below
- and zig-zag up to the exit, being careful not to have the builder hit his
- head on anything. Bomb the blocker on the right when there is a path to the
- exit.
-
- Mayhem 2 - "The Boiler Room" - Send a scout to the left and build over the
- gap, starting at the far left edge. The scout should land on another
- platform to the left of the starting platform that is at the same height.
- Build from the left edge of this second platform, and then build back to the
- right once the scout hits the wall on the left. Eventually, the builder will
- hit his head on the ceiling above, but wait until he turns back to the left
- and continue building until he jumps onto the floor above. Build over the
- right edge of this floor to the wall to prevent other lemmings from falling
- into the fire if the scout turns to the right. Free the blocker. The other
- lemmings may not be able to follow the scout's path through the ceiling, so
- place a blocker when it is near the ceiling, and then bomb it. Build through
- the hole in the stairs and repeat until the lemmings can reach the exit.
-
- Mayhem 3 - "It's hero time!" - Send the first lemming to dig down to the
- platform on the left of the one-way obstacle. The next lemming will continue
- to the right; make him an athlete, and then start mining when he lands near
- the compressor. Bash through the one-way obstacle so that only one of the
- lemmings escapes to the right before the basher breaks through the obstacle.
- Build over the hole that leads to the pit filled with water, and the
- lemmings will all find their ways to the exit.
-
- Mayhem 4 - "The Crossroads" - Bash through the lattice frequently. Create
- a path so the lemmings walk through the large diamonds and other patterns in
- the lattice. Bash into the spider web and then bash to the right from the
- lower-right corner of the chamber in the web to create a path to the exit.
-
- Mayhem 5 - "Down, along, up. In that order" - Send one athlete over each
- side of the ladder. The athlete on the right should block near the right
- edge of the floor, while the one on the left should build to the platform
- nearest the ground. One of the lemmings inside the ladder should dig on the
- right side, and then on the left side, of the ladder. Use a blocker to
- prevent all but ten of the lemmings from getting to the third platform down
- on the ladder. The builder on the floor below will turn to the right after
- building and then turn back to the left. Once he reaches the edge of the
- platform, turn him into a builder so that his feet are both solidly on the
- platform (and not hanging off the edge). Dig on the right of the third
- platform and then on the left of the fourth platform. When the lemmings step
- onto the platform, have them build to the left. The builder should bounce
- off the blocker and continue building to the second platform. Repeat this
- process to reach the exit, and then free the blocker on the ladder.
-
- Mayhem 6 - "One way or another" - Build from the far left of the pit where
- the lemmings fall to the ledge on the right. Once the bridge is completed,
- have one of the lemmings mine away part of it. Raise the release rate to 99.
- A lemming still on the ledge above should build to the left, making sure to
- close off any gaps. (By the time the gaps are closed, all of the lemmings
- except the builder should be trapped below by the mined-out bridge.) The
- builder should then build up to the highest ledge on the right. When the
- lemming is in the valley of the rock formation to the far right, turn him
- into a miner. Wait for him to dig about halfway down, and then turn him
- into a builder so that he stops digging. Once he turns to the left, mine out
- of formation and then build so he is above solid ground. Build over a hole
- in the ground to the exit and fill in the gap in the staircase where the
- other lemmings are with a builder.
-
- Mayhem 7 - "Poles Apart" - Build to the right, starting from the far right
- of the entrance platform. (Only three lemmings should fall off the screen.)
- With the first available lemming, bash through the first, third, fifth, and
- sixth columns (counting from the left). Then, when a lemming is directly
- over the second, fourth, and seventh columns, turn him into a digger. He
- should completely destroy the column so other lemmings can pass through.
- Turn him into a builder to stop his digging. After bashing through the sixth
- column, make one of the lemmings build into the seventh column. A few of the
- lemmings will fall off the stairs before they are built; use one to dig
- through the seventh column as described before. The other lemmings should be
- prevented from exiting to the left by one of the stairs created by the
- builders. Build to the exit after digging though the seven column, and then
- dig through the staircase that is holding the other lemmings away from the
- exit.
-
- Mayhem 8 - "Last one is a rotten egg!" - Once the first lemming has taken a
- few steps, turn it into a digger, stopping it by making it a builder after
- it has dug far enough to trap the other lemmings. The second lemming should
- escape from the pit, and build to the one-way obstacle to the right from
- the far right end of the platform. Once the builder has finished, turn one
- of the entering lemmings into a climber. He will climb the one-way obstacle;
- build to the right from the far right edge of the obstacle. Once he reaches
- the top of the screen, he will turn to the left. Start digging through the
- far right edge of the obstacle so that none of the obstacle remains on the
- diggers' right side. Then mine to meet the stairs to the left. Make another
- entering lemming a climber. Once it reaches the bottom of the hole the
- digger created, build twice to the left so he turns back to the left. Dig as
- the previous climber did, and after a while, turn the digger into a bomber.
- Build out of the pit to the right to free the other lemmings, and they
- should fall safely to the exit.
-
- Mayhem 9 - "Curse of the Pharaohs" - See the instructions for Fun 29.
- Except for a higher percentage of lemmings to save and fewer resources, this
- level can be played exactly the same.
-
- Mayhem 10 - "Pillar of Hercules" - Turn the first lemming into a floater.
- Zig-zag up the tube with builders, starting to the left from the far right
- of the tube. Continue until there is a safe fall for the other lemmings.
- Send an athlete over the right side of the tube, and build to the right over
- the water. When the lemming is over the solid ledge, turn him into a basher
- to stop his building, and start building as soon as he lands on the ledge.
- Use a basher to stop him once he is over solid ground, and then build to the
- exit. (If the builder stops and turns to the left, make him build so he
- hits his he hits his head on another set of stairs and turns back to the
- right.) Bash through the right side of the tube with one of the other
- lemmings to clear a path to the exit.
-
- Mayhem 11 - "We all fall down" - This is the same as the other levels with
- the same name; simply dig through the floor with each lemming. Increase the
- release rate to about 70 so two lemmings can dig in the same place. (It will
- be important to keep the diggers as close as possible or else the available
- floor space will run out.)
-
- Mayhem 12 - "The Far Side" - Send a climber over the left side of the pit
- below the entrance. Build the first part of a set of stairs towards the left
- side of the pit with another lemming, but do not complete the path out of
- the pit. Have the scout dig through the first dirt patch he reaches, and
- then bash once his head is below the steel. Then dig through the next patch
- of dirt. Once he is near the bottom of the screen, turn the digger into a
- builder, and then bash to the right. Let him land on the bump on the bottom
- of the screen, and then build over the gap to the right. Once he is near the
- steel wall in the middle of the ground, dig, and then bash through the earth
- between the steel blocks. Zig-zag with builders to the exit, starting from
- the right. Make sure there are no gaps. (If the builder hits his head and
- turns around, turn him into a builder once he enters the tunnel he created
- as a basher.) Once the gaps are closed, complete the staircase out of the
- pit near the entrance, and then finish building to the exit.
-
- Mayhem 13 - "The Great Lemming Caper" - Both lemmings should dig down from
- the platform where they land, creating two separate holes. Turn the lemming
- on the left into a blockers after it has dug slightly more than one and a
- half blocks down. The other lemming should create the hole on the right,
- bashing to the right after digging through almost two blocks, and then build
- to the right after breaking through the wall. (The stairs should touch
- either the top or left edge of the new platform so that is safe to turn back
- to the left.) Then build from the far right edge of this platform up to the
- highest platform on the right. The builder should touch the left edge of the
- platform, but not climb to the exit. Let him turn to the left, and then bash
- or mine underneath the blocker to wake him up by removing the ground below.
- (It may take several tries to wake up the blocker.) After waking up the
- blocker, the other lemming will fall to the left. Turn him into an athlete
- so he can head back to the right. The former blocker should bash to the
- right from the top of the stairs closer to the exit. Both lemmings should be
- able to get to the exit after the basher is finished.
-
- Mayhem 14 - "Pea Soup" - Turn the second lemming into a blockers just after
- it lands. Wait for the first lemming to turn back to the left. Turn him into
- a builder just before he reaches the blocker, so that he bounces off and
- continues building to the right until he hits the soup bowl. From the right
- edge of the steel on the left side of the bowl, build so the lemming is
- above the first rock on the left. Turn him into a digger so that he stops
- building and lands safely on this rock. (It is possible for the builder to
- land on the rock, but for the others to land in the water if you dig too far
- to the left.) Build from the first to the second rock, and then to the
- fourth, using diggers to stop building as needed. Build from the fourth rock
- to the fifth, and then to the right edge of the soup bowl. Make sure that
- the builder lands on the edge of the bowl before heading to the exit. With
- about one minute left, bomb the blocker and builder over the hole in the
- stairs he created.
-
- Mayhem 15 - "The Fast Food Kitchen" - Use the same strategy as on Taxing
- 10, although you may have to build to the exit from both sides at the same
- time.
-
- Mayhem 16 - "Just a Minute" - Dig on the right, next to the wall and into a
- small chamber. Bash through to the right. When there is about twenty-five
- seconds left, pause the game to increase the release rate to 99, and then
- turn any lemming that is about to hit the end of the tunnel into a basher.
- You may have to adjust this time slightly; starting too late will not give
- the lemmings who are just coming in enough time to reach the exit. If you
- start too early, you will run out of bashers too soon, and the last few
- lemmings to reach the end of the tunnel will turn around too late to reach
- the exit.
-
- Mayhem 17 - "Stepping Stones" - Send a scout to the right. Start building
- to the right from near the right edge of the floor. After three sets of
- stairs, the builder should land safely on the first stepping stone. Build to
- the second stepping stone in the same fashion, and then build to the exit.
- Turn the builder into a basher to stop him in case he builds past one of the
- stepping stones. Build over the blocker with one of the lemmings trapped on
- the left near the entrance.
-
- Mayhem 18 - "And then there were four...." - Block off the left on the top
- left entrance and the right on the top right entrance. Trap one lemming in
- between two blockers on the top right, with the other lemmings to the left
- of both blockers. Then, send a climber over the right of the steel block
- near the bottom right entrance, and build over the water on the right until
- the lemming hits his head. Then, let him turn around and build back over the
- water to the left, so that there is no chance of falling in. Zig-zag up to
- the platform near the exit. Free the blocker on the right by the top right
- exit. With the lone lemming, dig down through the ground just to the right
- of the steel. Then build over the bump near the exit, and free the other
- blocker by the top right entrance. Build to the right out of the pit near
- the bottom right entrance. Then, send a climber out of the pit near the
- bottom left entrance, zig-zag with builders up to the exit, and then build
- over the bump near the exit. Build out of the bottom left pit, and bomb the
- blocker near the top left entrance.
-
- Mayhem 19 - "Time to get up!" - Build off the far left of the ground floor
- to close the gap, using several lemmings so that none fall in. Then, build
- from the right towards the wall with two builders. One should start from the
- line between the first and second blocks (counting from the left), and the
- other from in between the third and fourth blocks. Continue building until
- both hit the wall. Then, set off two bombers to break through the wall next
- to the upper staircase. Fill in the gaps using builders. Then use two
- bombers to break through the wall near the exit. (Since there is almost no
- room for error in placing the bombers, there is no way to describe this
- level. If you cannot finish it, the access code for #20 is "MKGKJNOOIS.")
-
- Mayhem 20 - "No added colours or Lemmings" - Turn the second lemming into a
- blocker so that all of the lemmings are trapped to the left, except for one
- scout on the right. With the scout, bash through the wall on the right and
- then build up to the exit. Let the lemming turn around, and then mine
- underneath the blocker so that he wakes up and all of the lemmings can
- continue to the right. The last lemming in the pack should mine through the
- stairs just as he reaches the exit platform, so that he, and no other
- lemming, falls to the bottom. Turn the two lemmings on the bottom of the
- screen (the miner and the scout) into climbers, and they should pass through
- the hole in the stairs to the exit.
-
- Mayhem 21 - "With a twist of lemming please" - Turn all of the lemmings
- into floaters as they fall. Turn the first lemming into a climber to the
- right. Turn him into a digger when he is just to the left of a vertical
- space in the rock. He should not leave any rock to his right, but only
- enlarge the space. Turn the digger into a builder so that he touches the
- platform on the right. Then build to the right to the second platform. The
- lemming will hit his head and turn around; when he is on the first staircase
- he built, build to the left so that he hits the wall. Let him turn to the
- right, and then build from the second platform to the exit. One of the
- lemmings in the pit should bash to the right so the others can follow the
- path to the exit.
-
- Mayhem 22 - "A Beast II of a level" - Send a scout to the right and block
- off the left. The scout should build to the right to the first chandelier.
- Turn him into a basher to stop his building, and then bash through the right
- half of the chandelier, and then build to the second chandelier. Bash as
- with the first chandelier, and then build to the obstacle on the right. The
- builder will hit his head on the obstacle and stop building, but he will
- return to the right. Bash through the obstacle when he steps on it. Dig into
- a chamber below the basher on the lower right of the obstacle. Then bash
- through the right wall of the chamber, and build up to the right to solid
- ground. Bash through the two obstacles and the tree roots blocking the exit.
- If the scout turns to the left, turn him into a builder when he is
- underneath one of the tunnels in the obstacles. He will turn around to the
- right, and he can complete his task. Bomb the blocker holding the other
- lemmings back.
-
- Mayhem 23 - "Going up......." - Send a scout to the left to bash through
- the wall, and then build to the larger wall on the left. When the builder
- turns around to the right, build over the hole he created as a basher. Wait
- for him to turn to the left (after reaching the top of the screen) and build
- up to almost the top of the wall, starting about three-fourths of the way
- down the slope on the right.) Bash at the very top of the wall and turn him
- into a floater. The scout should fall on a pentagon. Wait for him to turn to
- the right, and then build to the right when he is about halfway down the
- slope. He will hit his head, but have him build to the left until there are
- stairs below through the wall above. Then, let him fall off the stairs and
- bash through the ball at the top of the pentagon. Free the other lemmings by
- either building over the blocker near the entrance, or bomb him and then
- build out of the pit below.
-
- Mayhem 24 - "All or Nothing" - This is the same as Fun 30, although with no
- room for error.
-
- Mayhem 25 - "Have a nice day!" - Use the basic same strategy as on Tricky
- 13, although instead of placing a blocker on the right end of the entrance
- platform to hold the other lemmings back, send a builder from the right end
- of the platform into the wall on the right. Dig through the stairs to free
- the lemming once the scout has cleared a path to the exit.
-
- Mayhem 26 - "The Steel Mines of Kessel" - Turn the seventh lemming into a
- blocker just before he is over the thinnest part of the floor on the right.
- Six lemmings should be trapped on the right; turn one of them into a blocker
- when he is above the thin part of the floor. Bomb the blocker. Use another
- of the lemmings to block off the pit of water to the left of this hole.
- Block and blow with two lemmings through the wall on the right of the
- chamber below, and then build over the pit of water to the right of this
- wall, using two lemmings. Block off the second pit of water, and then block
- and blow through the next wall on the right. Free the blocker holding the
- pack of lemmings back. Build to the left from the far right of the next
- chamber (to the right of the two water pits), up to the chamber above. Build
- to the right over the gap in the floor of the upper chamber to reach the
- right side. Block and blow through the right wall of the chamber (using
- several lemmings). Only one or two lemmings should die in the trap, since
- they are all grouped tightly.
-
- Mayhem 27 - "Just a Minute (Part Two)" - This is played basically the same
- as Mayhem 16. However, you will need to first bash and then dig down before
- bashing to the right to the exit. Although you still will want to increase
- the release rate with twenty-five seconds left, you may have to wait an
- additional second or two before using more bashers.
-
- Mayhem 28 - "Mind the step..." - Let the lemming walk to the top then turn
- back to the left. Dig down so that he lands on the top left platform. Turn
- the lemming into a builder, and then a digger, so that he lands on the third
- platform (counting from the left) on the bottom. Build twice. The lemming
- should land on the left platform; build up to the first column and then bash
- through. Dig once the lemming is near the left of the column until his head
- is in line with a mark on the column to the left. Then bash and build up to
- the next column. Bash through this column, build to a vertical wall on the
- diagonal floor, and then bash through the floor. When the lemming is on the
- sixth step from the left on this floor, build to the left and continue
- building until there is no gap between the ceiling and the stairs. (Let the
- lemming turn around; if time is a problem, make the lemming build so that he
- hits the stairs on the floor and turns around). Bash through the second
- diagonal floor/ceiling, through a thin column, and then build to the left
- over a sensor plate. Bash through the blue stone that is in the way of the
- exit.
-
- Mayhem 29 - "Save Me" - Block off both ends of the platform and build from the
- left end to the right. Once the builder has started a second set of stairs,
- dig through the stairs so there is a hole to the right of the entrance and
- to the left of the builder. Once the builder has finished five sets, turn
- him into a blocker. Fill in the gap in the stairs with a builder. Build from
- near the blocker to the left so that the lemmings reach the platform above
- the entrance. (You might want to wait until the pack of lemmings is out of
- the way and there are only individual lemmings in the area.) Use a blocker
- to trap as few lemming as possible to his left. Send one of these lemmings
- to build off the left end of the platform, bash, dig as far as possible, and
- bash again for a safe fall to the floor below. Then, wait for the pack of
- lemmings to turn to the left and use the next individual lemming to build to
- the left over the blocker. Wait for the scout to reach a platform just above
- the exit, and turn him into a builder. (You will have to react very quickly
- or the lemming will fall to his death.) After a few steps have been built,
- turn the builder into a blocker. Use another lemming to do the same on the
- platform where the exit is, although he will have to build to the right,
- instead of to the left.
-
- Mayhem 30 - "Rendezvous at the Mountain" - Begin by blocking off the right
- edge of the screen next to the right entrance. Send a scout to the left of
- the right entrance, placing the blocker as close as possible to the
- entrance. On the left side, send a scout to the right. (While the scout from
- the left is doing his job, the scout on the right should build from as far
- right as possible to the left. Turn this scout into a floater at some
- point.) Mine just before reaching the trap, and then once the scout is
- underneath the trap, start bashing. Bash through the obstacle on the right,
- and then build up to the log platform. Bash through the sign, and then build
- twice from the right end of the platform. Bomb the blocker, and the other
- lemmings on the left side should reach the exit. The scout on the right side
- should finish building to the obstacle on the left if he has not finished.
- Bash through the two columns that hold up this obstacle. When the scout has
- finished bashing, he will start walking on the staircase. Turn him into a
- miner so that he destroys the stairs. Then, bash through the sign to the
- left of the large obstacle, and bash underneath the ten-ton weight, Build up
- to the rock on the left, and then bash through. (What appears to be solid
- steel is not.) Once he has finished bashing, build up to higher ground on
- the left, and then build to the exit. Bomb the blocker holding the others
- back.
-
- LEMMINGS is published and distributed by Psygnosis.
-